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blog.demofox.org
| | cowboyprogramming.com

[AI summary] A technical tutorial explaining how to create realistic destructible walls in games using parity mapping shaders to simulate bullet hole depth.
4.5 parsecs

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| | leifnode.com

I've been looking at voxel cone traced global illumination for a while as something that I want to implement since it gives a decent approximation of global
5.8 parsecs

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| | csantosbh.wordpress.com

This article is an extension to a previously discussed topic: How to perform large texture magnification for pixelated games without aliasing between texels. My first post described a method to achieve this by assuming that, during the whole time, your polygons remain approximately at the same size after they are rendered. Constant pixels with variable...
6.1 parsecs

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| | www.reedbeta.com

Pixels and polygons and shaders, oh my!
37.1 parsecs

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